mirror of
https://github.com/GTAmodding/re3.git
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Melee weapons(half-working), Ped and Hud bits
This commit is contained in:
parent
f71cfdf8ef
commit
a6972714b7
19 changed files with 820 additions and 315 deletions
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@ -88,6 +88,21 @@ float CHud::PagerXOffset;
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int16 CHud::PagerTimer;
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int16 CHud::PagerOn;
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uint32 CHud::m_WantedFadeTimer;
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uint32 CHud::m_WantedState;
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uint32 CHud::m_WantedTimer;
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uint32 CHud::m_EnergyLostFadeTimer;
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uint32 CHud::m_EnergyLostState;
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uint32 CHud::m_EnergyLostTimer;
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uint32 CHud::m_DisplayScoreFadeTimer;
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uint32 CHud::m_DisplayScoreState;
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uint32 CHud::m_DisplayScoreTimer;
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uint32 CHud::m_WeaponFadeTimer;
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uint32 CHud::m_WeaponState;
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uint32 CHud::m_WeaponTimer;
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uint32 CHud::m_LastDisplayScore;
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CSprite2d CHud::Sprites[NUM_HUD_SPRITES];
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struct
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@ -125,6 +140,10 @@ RwTexture *gpRocketSightTex;
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void CHud::Draw()
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{
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
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RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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// disable hud via second controller
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if (CPad::GetPad(1)->GetStartJustDown())
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m_Wants_To_Draw_Hud = !m_Wants_To_Draw_Hud;
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@ -136,22 +155,29 @@ void CHud::Draw()
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bool DrawCrossHair = 0;
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bool DrawCrossHairPC = 0;
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int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
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CPlayerPed *playerPed = FindPlayerPed();
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eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
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int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
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DrawCrossHair = 1;
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if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
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DrawCrossHairPC = 1;
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// TODO(Miami): New cam mode
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if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/)
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&& playerPed && !playerPed->GetWeapon()->IsTypeMelee())
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DrawCrossHair = true;
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/*
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Draw Crosshairs
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*/
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if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() &&
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(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
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if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
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if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
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DrawCrossHairPC = 1;
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if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
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DrawCrossHairPC = true;
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if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage)
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|| Mode == CCam::MODE_1STPERSON_RUNABOUT) {
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if (playerPed) {
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if (playerPed->m_nPedState != PED_ENTER_CAR && playerPed->m_nPedState != PED_CARJACK) {
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// TODO(Miami): Uncomment
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if (WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_AK47
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/*|| WeaponType == WEAPONTYPE_M60 || || WeaponType == WEAPONTYPE_MINIGUN */
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|| WeaponType == WEAPONTYPE_FLAMETHROWER) {
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DrawCrossHairPC = 1;
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}
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}
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}
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}
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@ -171,7 +197,8 @@ void CHud::Draw()
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#ifdef ASPECT_RATIO_SCALE
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f3rdY -= SCREEN_SCALE_Y(2.0f);
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#endif
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if (FindPlayerPed() && WeaponType == WEAPONTYPE_M16) {
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// TODO(Miami): M60
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if (playerPed && (WeaponType == WEAPONTYPE_M16 || WeaponType == WEAPONTYPE_AK47/* || WeaponType == WEAPONTYPE_M60*/)) {
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rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.6f);
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rect.top = f3rdY - SCREEN_SCALE_Y(32.0f * 0.6f);
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rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
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@ -187,8 +214,7 @@ void CHud::Draw()
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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}
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}
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else {
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} else {
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if (Mode == CCam::MODE_M16_1STPERSON ||
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Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
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Mode == CCam::MODE_HELICANNON_1STPERSON) {
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@ -215,8 +241,11 @@ void CHud::Draw()
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex));
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CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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}
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else {
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// TODO(Miami)
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// Sniper
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rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
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rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
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@ -243,9 +272,9 @@ void CHud::Draw()
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Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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}
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}
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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}
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else {
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SpriteBrightness = 0;
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@ -254,34 +283,48 @@ void CHud::Draw()
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/*
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DrawMoneyCounter
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*/
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wchar sPrint[16];
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wchar sPrintIcon[16];
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char sTemp[16];
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float alpha;
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sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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AsciiToUnicode(sTemp, sPrint);
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if (m_LastDisplayScore == CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney) {
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alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 0);
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} else {
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alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 1);
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m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
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}
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if (m_DisplayScoreState != FADED_OUT) {
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sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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AsciiToUnicode(sTemp, sPrint);
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CFont::SetPropOff();
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetRightJustifyWrap(0.0f);
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetPropOff();
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::SetPropOff();
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetRightJustifyWrap(0.0f);
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetPropOff();
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CFont::SetDropShadowPosition(2);
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CFont::SetDropColor(CRGBA(0, 0, 0, alpha));
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MONEY_COLOR.a = alpha;
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CFont::SetColor(MONEY_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f), SCREEN_SCALE_Y(43.0f + 2.0f), sPrint);
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CFont::SetColor(MONEY_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
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// TODO(Miami): m_nHudMode
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//if (CMenuManager.m_nHudMode)
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{
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
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}
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}
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/*
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DrawAmmo
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*/
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType);
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CWeapon *weapon = FindPlayerPed()->GetWeapon();
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CWeapon *weapon = playerPed->GetWeapon();
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uint32 AmmoAmount = weaponInfo->m_nAmountofAmmunition;
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uint32 AmmoInClip = weapon->m_nAmmoInClip;
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uint32 TotalAmmo = weapon->m_nAmmoTotal;
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@ -347,14 +390,15 @@ void CHud::Draw()
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}
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f));
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CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.8f));
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CFont::SetJustifyOff();
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CFont::SetCentreOn();
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CFont::SetCentreSize(SCREEN_SCALE_X(640.0f));
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CFont::SetPropOn();
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CFont::SetDropShadowPosition(0);
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CFont::SetFontStyle(FONT_BANK);
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if (!CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
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if (Min(9999, TotalAmmo - AmmoInClip) != 9999 && !CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
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CFont::SetDropShadowPosition(2);
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CFont::SetDropColor(CRGBA(0, 0, 0, 255));
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CFont::SetColor(AMMO_COLOR);
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@ -366,7 +410,7 @@ void CHud::Draw()
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DrawHealth
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*/
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetJustifyOff();
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CFont::SetCentreOff();
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CFont::SetRightJustifyWrap(0.0f);
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@ -376,16 +420,16 @@ void CHud::Draw()
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if (m_ItemToFlash == ITEM_HEALTH && CTimer::GetFrameCounter() & 8
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|| m_ItemToFlash != ITEM_HEALTH
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|| FindPlayerPed()->m_fHealth < 10
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|| playerPed->m_fHealth < 10
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&& CTimer::GetFrameCounter() & 8) {
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if (FindPlayerPed()->m_fHealth >= 10
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|| FindPlayerPed()->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
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if (playerPed->m_fHealth >= 10
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|| playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
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AsciiToUnicode("{", sPrintIcon);
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#ifdef FIX_BUGS
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sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fHealth + 0.5f));
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sprintf(sTemp, "%03d", int32(playerPed->m_fHealth + 0.5f));
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#else
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sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fHealth);
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sprintf(sTemp, "%03d", (int32)playerPed->m_fHealth);
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#endif
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AsciiToUnicode(sTemp, sPrint);
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@ -409,13 +453,13 @@ void CHud::Draw()
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DrawArmour
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*/
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if (m_ItemToFlash == ITEM_ARMOUR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_ARMOUR) {
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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if (FindPlayerPed()->m_fArmour > 1.0f) {
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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if (playerPed->m_fArmour > 1.0f) {
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AsciiToUnicode("[", sPrintIcon);
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#ifdef FIX_BUGS
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sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fArmour + 0.5f));
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sprintf(sTemp, "%03d", int32(playerPed->m_fArmour + 0.5f));
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#else
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sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fArmour);
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sprintf(sTemp, "%03d", (int32)playerPed->m_fArmour);
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#endif
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AsciiToUnicode(sTemp, sPrint);
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@ -440,30 +484,33 @@ void CHud::Draw()
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DrawWantedLevel
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*/
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(1.25f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetJustifyOff();
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetPropOn();
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above
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AsciiToUnicode("]", sPrintIcon);
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for (int i = 0; i < 6; i++) {
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(2.0f + SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f + 2.0f), sPrintIcon);
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel > i
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&& (CTimer::GetTimeInMilliseconds() > FindPlayerPed()->m_pWanted->m_nLastWantedLevelChange
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if (playerPed->m_pWanted->m_nWantedLevel > i
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&& (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange
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+ 2000 || CTimer::GetFrameCounter() & 4)) {
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CFont::SetColor(WANTED_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
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}else{
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// TODO(Miami): There is one more condition in here
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}else if (playerPed->m_pWanted->m_nWantedLevel <= i) {
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CFont::SetColor(NOTWANTED_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
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}
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}
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CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open
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/*
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DrawZoneName
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*/
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@ -665,7 +712,7 @@ void CHud::Draw()
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CFont::SetJustifyOff();
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CFont::SetCentreOff();
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetPropOff();
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CFont::SetFontStyle(FONT_HEADING);
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@ -714,7 +761,7 @@ void CHud::Draw()
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AsciiToUnicode(CUserDisplay::OnscnTimer.m_sEntries[0].m_bTimerBuffer, sTimer);
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CFont::SetPropOn();
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetRightJustifyOn();
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CFont::SetRightJustifyWrap(0.0f);
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CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING));
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@ -722,7 +769,7 @@ void CHud::Draw()
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CFont::SetBackGroundOnlyTextOn();
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(110.0f) + SCREEN_SCALE_Y(2.0f), sTimer);
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetColor(TIMER_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET), SCREEN_SCALE_Y(110.0f), sTimer);
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@ -754,7 +801,7 @@ void CHud::Draw()
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CFont::SetPropOn();
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetRightJustifyWrap(0.0f);
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@ -780,7 +827,7 @@ void CHud::Draw()
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if (CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText[0]) {
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CFont::SetPropOn();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(61.0f) + SCREEN_SCALE_Y(2.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(2.0f), TheText.Get(CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText));
|
||||
|
||||
|
@ -1446,6 +1493,21 @@ void CHud::Initialise()
|
|||
PagerSoundPlayed = 0;
|
||||
PagerXOffset = 150.0f;
|
||||
|
||||
m_WantedFadeTimer = 0;
|
||||
m_WantedState = FADE_DISABLED;
|
||||
m_WantedTimer = 0;
|
||||
m_EnergyLostFadeTimer = 0;
|
||||
m_EnergyLostState = FADE_DISABLED;
|
||||
m_EnergyLostTimer = 0;
|
||||
m_DisplayScoreFadeTimer = 0;
|
||||
m_DisplayScoreState = FADE_DISABLED;
|
||||
m_DisplayScoreTimer = 0;
|
||||
m_WeaponFadeTimer = 0;
|
||||
m_WeaponState = FADE_DISABLED;
|
||||
m_WeaponTimer = 0;
|
||||
|
||||
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
|
||||
|
||||
CTxdStore::PopCurrentTxd();
|
||||
}
|
||||
|
||||
|
@ -1469,6 +1531,21 @@ void CHud::ReInitialise() {
|
|||
PagerTimer = 0;
|
||||
PagerSoundPlayed = 0;
|
||||
PagerXOffset = 150.0f;
|
||||
|
||||
m_WantedFadeTimer = 0;
|
||||
m_WantedState = FADE_DISABLED;
|
||||
m_WantedTimer = 0;
|
||||
m_EnergyLostFadeTimer = 0;
|
||||
m_EnergyLostState = FADE_DISABLED;
|
||||
m_EnergyLostTimer = 0;
|
||||
m_DisplayScoreFadeTimer = 0;
|
||||
m_DisplayScoreState = FADE_DISABLED;
|
||||
m_DisplayScoreTimer = 0;
|
||||
m_WeaponFadeTimer = 0;
|
||||
m_WeaponState = FADE_DISABLED;
|
||||
m_WeaponTimer = 0;
|
||||
|
||||
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
|
||||
}
|
||||
|
||||
wchar LastBigMessage[6][128];
|
||||
|
@ -1565,3 +1642,106 @@ void CHud::Shutdown()
|
|||
int HudTXD = CTxdStore::FindTxdSlot("hud");
|
||||
CTxdStore::RemoveTxdSlot(HudTXD);
|
||||
}
|
||||
|
||||
float CHud::DrawFadeState(DRAW_FADE_STATE fadingElement, int forceFadingIn)
|
||||
{
|
||||
float alpha = 255.0f;
|
||||
uint32 operation, timer;
|
||||
int32 fadeTimer;
|
||||
|
||||
switch (fadingElement) {
|
||||
case HUD_WANTED_FADING:
|
||||
fadeTimer = m_WantedFadeTimer;
|
||||
operation = m_WantedState;
|
||||
timer = m_WantedTimer;
|
||||
break;
|
||||
case HUD_ENERGY_FADING:
|
||||
fadeTimer = m_EnergyLostFadeTimer;
|
||||
operation = m_EnergyLostState;
|
||||
timer = m_EnergyLostTimer;
|
||||
break;
|
||||
case HUD_SCORE_FADING:
|
||||
fadeTimer = m_DisplayScoreFadeTimer;
|
||||
operation = m_DisplayScoreState;
|
||||
timer = m_DisplayScoreTimer;
|
||||
break;
|
||||
case HUD_WEAPON_FADING:
|
||||
fadeTimer = m_WeaponFadeTimer;
|
||||
operation = m_WeaponState;
|
||||
timer = m_WeaponTimer;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (forceFadingIn) {
|
||||
switch (operation) {
|
||||
case FADED_OUT:
|
||||
fadeTimer = 0;
|
||||
case START_FADE_OUT:
|
||||
case FADING_OUT:
|
||||
timer = 5;
|
||||
operation = FADING_IN;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (operation != FADED_OUT && operation != FADE_DISABLED) {
|
||||
switch (operation) {
|
||||
case START_FADE_OUT:
|
||||
fadeTimer = 1000;
|
||||
alpha = 255.0f;
|
||||
if (timer > 10000) {
|
||||
fadeTimer = 3000;
|
||||
operation = FADING_OUT;
|
||||
}
|
||||
break;
|
||||
case FADING_IN:
|
||||
fadeTimer += CTimer::GetTimeStepInMilliseconds();
|
||||
if (fadeTimer > 1000.0f) {
|
||||
operation = START_FADE_OUT;
|
||||
fadeTimer = 1000;
|
||||
}
|
||||
alpha = fadeTimer / 1000.0f * 255.0f;
|
||||
break;
|
||||
case FADING_OUT:
|
||||
fadeTimer -= CTimer::GetTimeStepInMilliseconds();
|
||||
if (fadeTimer < 0.0f) {
|
||||
fadeTimer = 0;
|
||||
operation = FADED_OUT;
|
||||
}
|
||||
alpha = fadeTimer / 1000.0f * 255.0f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
timer += CTimer::GetTimeStepInMilliseconds();
|
||||
}
|
||||
|
||||
switch (fadingElement) {
|
||||
case HUD_WANTED_FADING:
|
||||
m_WantedFadeTimer = fadeTimer;
|
||||
m_WantedState = operation;
|
||||
m_WantedTimer = timer;
|
||||
break;
|
||||
case HUD_ENERGY_FADING:
|
||||
m_EnergyLostFadeTimer = fadeTimer;
|
||||
m_EnergyLostState = operation;
|
||||
m_EnergyLostTimer = timer;
|
||||
break;
|
||||
case HUD_SCORE_FADING:
|
||||
m_DisplayScoreFadeTimer = fadeTimer;
|
||||
m_DisplayScoreState = operation;
|
||||
m_DisplayScoreTimer = timer;
|
||||
break;
|
||||
case HUD_WEAPON_FADING:
|
||||
m_WeaponFadeTimer = fadeTimer;
|
||||
m_WeaponState = operation;
|
||||
m_WeaponTimer = timer;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return clamp(alpha, 0.0f, 255.0f);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue